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Digital Illusion: Entertaining the Future with High Technology
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Digital Illusion: Entertaining the Future with High Technology (1997)Digital Illusion: Entertaining the Future…Future stories: co-designing virtual reality (VR) experiences with young people with a serious illness in hospital (2022)Future stories: co-designing …The process of co-creating the interface for VENSTER, an interactive artwork for nursing home residents with dementia (2017)The process of co-creating th…Serious games continuum: Between games for purpose and experiential environments for purpose (2011)Serious games continuum: Betw…Audience Interactivity as Leverage for Effective Learning in Gaming Environments for Dome Theaters (2010)Audience Interactivity as Lev…The Long History of Gaming in Military Training (2009)The Long History of Gaming in…Living laboratories for interactive art (2006)Living laboratories for inter…Chapter 13 Mapping play: What cybercartographers can learn from popular culture (2005)Chapter 13 Mapping play: What…Mind in Society: The Development of Higher Psychological Processes (1978)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)An approach for serious game development for cultural heritage (2013)Plans and Situated Actions: The Problem of Human Machine Communication. (1989)Plans and Situated Actions: The Problem of Human-Machine Communication (1990)Artist, evaluator and curator: three viewpoints on interactive art, evaluation and audience experience (2009)Relational aesthetics (2011)Bodily experience and imagination (2012)Constructing and constraining participation in participatory arts and HCI (2014)Homo Ludens: A Study of the Play-Element in Culture. (1951)Rules of Play: Game Design Fundamentals (2003)Digital game-based learning in accounting and business education (2016)A systematic review on the impacts of game-based learning on argumentation skills (2020)The Purpose of Play (2021)Would-be worlds: How simulation is changing the frontiers of science (1996)The Gaming of Policy and the Politics of Gaming: A Review (2009)A Brief History of Serious Games (2016)Serious games on environmental management (2016)The interrelationships between informal and formal learning (2003)Co-creation and the new landscapes of design (2008)Art as Experience (1934) (2026)Towards an aesthetics of care (2015)The effect of drawing and writing technique on the anxiety level of children undergoing cancer treatment (2017)The Ethics and Aesthetics of Care (2018)Marxism and the Interpretation of Culture (1400)Marxism and the Interpretation of Culture (1989)The Language of New Media (2002)La transition géonumérique (2012)
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  • 2009The Long History of Gaming in Military Training238 cited
  • 2011Serious games continuum: Between games for purpose and experiential environments for purpose209 cited
  • 2006Living laboratories for interactive art57 cited
  • 2017The process of co-creating the interface for VENSTER, an interactive artwork for nursing home residents with dementia24 cited
  • 2022Future stories: co-designing virtual reality (VR) experiences with young people with a serious illness in hospital9 cited
  • 2010Audience Interactivity as Leverage for Effective Learning in Gaming Environments for Dome Theaters8 cited
  • 2005Chapter 13 Mapping play: What cybercartographers can learn from popular culture6 cited

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